Doom Exp

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Officer D
Posts: 84
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Doom Exp

Post by Officer D »

Image

What is Doom Exp?

    Doom Exp has tons of adjustable settings to customize the gameplay to your personal preference.
    The gameplay mod focuses on high mobility, arcade style gameplay and mainly just be a lot of fun.
    Gain experience by destroying everything that crosses your path.
    The experience is then utilized as currency to buy upgrades.
    Upgrade your character and become a blade wielding, dash attacking, super stomping, gun crazed maniac.
    But don't get too cocky because that's when you will encounter some of the mini bosses, or even a super boss.

PCGAMER - "One of Doom 2's coolest mods reimagines Eternal as way more complex and empowering"

:!: Important :!:
GZDoom 4.6.1 will cause your game to crash to console when requesting the store, initiating slow motion or picking up a time freeze.
Due to the developers choice of getting rid of calling console commands from outside the menu.
It is recommended to use GZDoom 4.6 which you can grab from here.
Download




Weapons, Monsters & More:
[spoiler]Weapons

    Every weapon has an alt fire upgrade and secondary alt fire upgrade. Weapon functions have been reworked and additional weapons added for later upgrades (Flamethrower, Crucible sword).
    Chainsaw uses fuel and can alt attack monsters to get extra loot. Also it's on fire.
    Image
    The Shotgun and SSG can get a hook upgrade which will allow you to pull smaller enemies towards yourself. Lager ones will pull yourself towards them.
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    Melee quick attack arm blade. Combined with Berserk, this attack can do some serious damage and also has a high chance of getting special bonus kills on most of the lower tier monsters.
    Image
    The Crucible Sword is a close range weapon with a attack that pretty much kills anything near it. You have a total of 3 swings before it goes into a cool-down state. It's alt attack is a block state that reflects enemies projectiles
    Image

Custom Monsters

Monster replacer with random chance of replacing certain monsters. Monster management options in Doom Exp settings.
ImageImageImage

Difficulties

    Mortally Challenged - Pretty much "I'm too young to die"
    Rip and Tear - UV, Monsters have slightly more HP, Ammo pickup amount slightly reduced
    Hardcore Mode - Spawns multiplayer enemies. Monsters are slightly more aggressive, do more damage and have more health.
    The Doom Slayer - Fast Monsters, do double the damage, are more aggressive.

Image
Completionist & random Boss drop lootboxes. 3 types of loot:

    -Good (Will spew out a random selection of items + additional XP)
    -Bad (Is filled with monsters + additional XP)
    -Poop (Well, it has poop inside, a little bit of ammo + additional XP)

Extra Life

You'll be able to have this option turned on or off. You can also set the kill amount for when the player earns an
extra life (100, 250 or 500). As long as the player has an extra life, you will enter into a death state when killed
but dramatically resurrect again, causing a radial explosion to clear the path when being surrounded by hordes
of monsters.
Image[/spoiler]
Voxels:
[spoiler]Voxels
The existing sprites for the orb pickup, power node container and loot boxes, have been converted into full 3D
voxel models. Embrace the oooooh and aaaaaaah looking models since they are pretty rad.
Image
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Image[/spoiler]
How to play Doom Exp:
[spoiler]The Doom Exp - Getting Started video, will go through the Doom Exp Settings you should setup before starting to play.
I'm sure there are a few things I missed and this video does NOT go into weapon and monster specifics.

The Doom Exp - Store Upgrades video, will go through the items you can purchase through the store.
There were a few things I wish I would of gone into more detail. But this will have to do for now.
[/spoiler]
Recent Trailer:
[spoiler][/spoiler]
Changelog History:
[spoiler]Changelog v2.5.1 :

    - Minor bug fix where crucible altfire overlay would share the same ID with the Archon of Hell counter.
    - After performing an extreme glory kill on Hell Knights and Barons, their legs remain and fall over.
    - Small flash effect added to some of the glory kills.
    - Shoulder cannon grenade can not be eaten by cacodemons and painelementals anymore.
    - Fixed bug where shotgun grenade spams multiple explosions on impact.
    - Added Revenant decapitation glory kill.
    - Fixed timer for sprite power up pickups.
    - Power up pickups now do the eyes reflection on pickup (Custom Overlays must be set to On).
    - Alternate death for Mancubus added for kick and punch glory kills.
    - Baron can gib when killed with high power.
    - Arachnotron death for kick and punch glory kills slightly changed.
    - Stores now require tokens for the request.
    - Store token rewarded every 3rd map and can also be found in levels and lootboxes.
    - Lootboxes can now be opened with keys for better loot. Destroying them loweres chances of good loot.
    - When you lose an extra life your kill count score gets reset.
    - HyperFragon25 low ammo sound added.
    - Big monsters have a small chance of dropping lootbox keys and store tokens.
    - Fixed bug - Infinite AltFire on Chaingun.
    - 50% chance for lootbox keys to spawn alongside normal keys.
    - Phoenix dash attack upgrade added.
    - Stomp Attack renamed to Smash Attack.
    - Glacier smash attack upgrade added.
    - Big performance boost. Monsters no longer run looping status check scripts.
    - Dash attack and Slide attack don't speed up anymore when getting the double firing speed power up.
    - Ammo/Weapon/PowerUp boxes removed from store. You can buy lootboxes now for 5k XP.
    - Removed buy random loot feature.
    - Fire Grapple Hook will now randomly play Scorpion's "Get Over Here!" sound.
    - Dual Pistol select sound added by HyperFragon25.
    - SlowMo ready sound added by HyperFragon25.
    - Option added to limit store tokens to 5.
    - Sell lootbox keys/Extra life/Store tokens option added to stores.
    - You can now use the meat hook key to switch ammo types for Cryobow & Rocketlauncher.
    - Added upgrade checklist.
    - Glory kills sped up.
    - Swallowed SG grenade explosions have an area stun effect on other monsters.
    - Added a fade out to the edges on the scope image, since some people seem to have a weird resolution setting that doesn't set it to 16:9 even though the image is 16:9 format.
    - Glory points can now be earned with chainsaw alt kills.
    - Pistol Start upgrades added to store.
    - Fixed missing A_BossDeath in special Death sequences for the Baron of Hell.
    - Fixed bug not being able to slide after extra life.
    - Fixed! Kill count problem with monster swallowing SG grenades.
    - Overlord lost soul attack changed to a shockwave attack.
    - Power node containers will always give you 4+ PN now.
    - Buy Menu visual clarity slightly improved.

Changelog v2.5 :

    - Pistol start exits reset health back to 100.
    - Archvile buffed. More HP and an alternate attack added.
    - No Ammo/Health spawns option added. (Disables Healthbonus, Armorbonus, Medikit, Stimpack and all ammo types spawns)
    - Bug fixed with ammo drops from poop not giving ammo.
    - No Ammo/Health spawns option "On", also reduces weapon drop chance for monsters.
    - All rocket types and BFG projectile spawn floor decals when impacting on floors.
    - Chainsaw goes into normal (non fire) mode when you run out of fuel.
    - Chainsaw drains fuel slightly faster on use.
    - Crosshair bug fix on Rocketlauncher.
    - Combo and domination rewards added.
    - Extra Life deaths punishments added (-5 Power Nodes and -5k XP)
    - Dismembered arachnotron head moves around on floor.
    - Dismenbered pinky head is shootable now and does a animation similar to the barons head.
    - Made Doom Exp compatible with the gearbox mini mod. GZDoom 4.5 required
    - Killer Instinct announcer added.
    - Massacre added for killing lots of monsters at once.
    - TimeFreeze power up now initiates creepy FEAR ambiance when active.
    - Improved visibility on bright backgrounds for the ability icons and power node icon.
    - Hud icons (except rank and PN + XP) no longer get displayed on the map screen.
    - Rewards are now logged in console so players can read them after they disappear from Hud.
    - Not being able to die with extra life mode disabled fixed.
    - Resurrect blast spawns floor decal now.
    - You no longer get extra life award messages when extra life mode is disabled.
    - HyperFragon25 announcer added to the announcer selections.🦊
    - Pistol start enabled takes away all armor on next map.
    - Baron of Hell jump attack added.
    - Pistol starts enabled will give the player a chainsaw with 50 fuel on start.
    - HyperFragon25 announcer pack updated.
    - Marauder additional death sprite added.
    - Fists can no longer be dropped.
    - Chaingun pulse rounds primary consumes 2 bullets per shot and does more damage.
    - BFG now has it's own ammo type.
    - BFG ammo has a rare chance to replace a cell pack.
    - Completionist lootboxes have a higher chance of dropping BFG ammo.
    - Fuel orb added.
    - BFG or Fuel orb drop chance added to the store.
    - Buy BFG core added to store.
    - Increase ammo capacity adds +1 to the BFG capacity.
    - Ranks go up to 60 now with new icons.
    - Cleaned up some spaghetti code.
    - XP and PN overlays on top of store screen.
    - Dash indicator can be disabled in Exp Hud Settings.
    - Marauder's long distance dash attack now does a flying kick.
    - Punch wall effects added.
    - Auto Shotgun selection added to option menu.
    - Buy menu reopens after purchasing something from the store.
    - Hardcore Mode difficulty added (Only works on GZDoom 4.5 or newer).
    - Fixed recharge sound for blade wave with glorypoints.
    - Overlord spawns lost souls instead of those annoying exploding entities.
    - Cleaned up the monster death script handler. From 1000 lines of code to only 400 with the same effect.
    - Hardcore mode makes monsters do 50% more damage now.
    - Ability indicator On/Off switch added to Doom Exp HUD Settings.
    - Fullscreen HUD Health and Ammo indicators display above 999 now.
    - Polished argent blade sprite and brightmaps.
    - Lowered scale on berserk indicator and moved slightly.
    - Summoned stores will set a marker on the automap.
    - Ammo capacity and health upgrade menu rearranged.
    - Cryobow added.
    - Slightly increased chances of medikit spawning lootbox and lootbox containing cryobow.
    - Buying weapon box from store can also contain cryobow.
    - Healthbonus, Soulsphere and megasphere heal beyond 200 now.
    - PyroDemon has no more fire walk effect. PyroDemon and ArchonOfHell now emit embers.
    - Scope keybind added.
    - Major lag issue fixed with quad damage power up spawning thousands of actors, due to a loop state.
    - Death penalties can individually be disabled now. Lose PN or XP on death.
    - Buy menu rearranged for better clarity.
    - Low Ammo & Health sounds by HF25 added.
    - Item bug fixed where Power Node containers would be counted as items.
    - Painelemental, Enhanced & -Cacodemons can swallow grenades and blow up.
    - Archvile projectile attack and Baron jump attack can be disabled in monster management.
    - Crucible mechanic update. You can now hold down fire to swing back the sword and hold it in it's swung back state. Upon release you perform the attack.
    - Store randomly emits funny arcade sounds.

Changelog v2.4.2 :

    - Pistol start exits reset health back to 100.
    - Archvile buffed. More HP and a alternate attack added.
    - No Ammo/Health spawns option added. (Disables Healthbonus, Armorbonus, Medikit, Stimpack and all ammo types spawns)
    - Bug fixed with ammo drops from poop not giving ammo.
    - All rocket types and BFG projectile spawn floor decals when impacting on floors.
    - Chainsaw goes into normal (non fire) mode when you run out of fuel.
    - Chainsaw drains fuel slightly faster on use.
    - Crosshair bug fix on Rocketlauncher.
    - Combo and domination rewards added.
    - Extra Life deaths punishments added (-5 Power Nodes and -5k XP)
    - Dismembered arachnotron head moves around on floor.
    - Dismenbered pinky head is shootable now and does a animation similar to the barons head.
    - Killer Instinct announcer added.
    - Massacre bonus added for killing lots of monsters at once.
    - TimeFreeze power up now initiates creepy FEAR ambiance when active.
    - Improved visibility on bright backgrounds for the ability icons and power node icon.
    - Hud icons (except rank and PN + XP) no longer get displayed on the map screen.
    - Rewards are now logged in console so players can read them after they disappear from Hud.
    - Not being able to die with extra life mode disabled fixed.
    - You no longer get extra life award messages when extra life mode is disabled.
    - Resurrect blast spawns floor decal now.


Changelog v2.4.1 :

    - New glorykill added (uppercut).
    - Death exit bug fixed while having extra lives.
    - Added fire resistance to Marauder.
    - Bug with low ammo capacity fixed.
    - Bug fix option in Doom Exp settings now fixes not being able to jump after death exit.
    - Autoaim does not target shootable decorations anymore.
    - Added upgrade stores.
    - Removed buy menu (now requires you to request a store or find one).
    - Store options added to Doom Exp menu.
    - Resurrect blast does no more damage and just pushes monsters back.
    - Added option to disable glorykills on bosses and mini bosses.
    - Slow motion option added (manual or automatic use).
    - Glory Kill Points option added ( A limiter point system to use blade waves, floor stomps and dash attacks).
    - New HUD indicators added for Blade wave, Dash attack and Floor stomp).
    - Crosshair growth for firing weapons added, all except BFG currenntly.
    - Chaingun spread changed.
    - Plasmarifle projectile angle adjusted to be more centered.
    - Floor stomp cooldown added.
    - Floor stomp fast recharge buy option added.
    - Glory kills are now handled with the Doom Blade quick attack (rebind required to work).
    - Chaingun shield no longer deactivates on weapon switching.
    - After monsters get staggered and recover from it, they get a portion of health back.
    - Marauder FU taunt added.
    - Fixed Spidermastermind getting health boost without boost being enabled.
    - Added PG-13 mode (disables vulgarities).
    - Janitor On/Off option added.
    - Floor stomp ground decals added.
    - Chaingung spin-up speed increased.

Changelog v2.4 :

    - Glorykill uppercut added.
    - Voxel Pickup On/Off option added.
    - Voxel models added.
    - Extra Life system added.
    - Crucible charge value option added.
    - Slide kick added.
    - Slide kick on/off option added.
    - Fire/Frost/Lightning grapple hook added.
    - Frost kills make monsters drop extra health orbs.
    - Buy Menu rearranged. Added more sub menus.
    - AllMap and Infrared are now completely replaced with the power node container.
    - Power node containers have random amounts of power nodes inside.
    - All new power up sprites by Angel Soul : mytheriadesigns.deviantart.com
    - Low ammo capacity option added.
    - Dash Attack added.
    - Kick and blade glory kills shortened to a single animation.
    - Removed a lot Hud icons that don't really give the player important information.
    - Stomp Attack upgrade added.
    - Mini Bosses now have individual spawn chance settings, except Archons of Hell and Pyro Demons, since they are both a Baron replacement.
    - Marauder can't spam shields anymore. First after he fired his shotgun 5 times, he'll be able to use it again.
    - Added and changed Marauder See and Look sounds. Taken from the Doom Eternal Marauder in-game dialog.
    - Chainsaw fuel recharge upgrade added (5PN + 5K Xp). When reaching 0 fuel it will take 20 seconds before the fuel starts to fuel up again.
    - Added new permanent upgrade (100% Armor Absorption).
    - Hud icons rearranged (Green is the armor absorb).
    - Pooping monsters removed.
    - Halloween Special option added to monster management.

Changelog v2.3 :

    - Marauder added.
    - A few Hud messages had to be rearranged to avoid overlapping overlays.
    - Glory kills now work with GZDoom 4.4.2
    - Monster Management Submenu added.
    - Haedexebus health and attacks reworked.
    - Monsters drop extra loot option added in Monster Managment settings.
    - Sin Incarnate now has a new attack that spawns 5 skullcubes which will spawn random monsters.
    - Mini boss icons will only show when they are enabled.
    - Mini Boss Spawn Chance added.
    - Crucible now charges by killing monsters.
    - Chaingun Shield can now be activated and you can shoot at the same time.
    - Shoulder cannon message display should not confuse anymore.
    - Double Rank bug for slaughter maps fixed.
    - New BFG impact effect.
    - BFG primary fire buffed.
    - New effect for ultra sound attack from Blind Pinky.
    - Sin Incarnate pain states, make him do a little dance.
    - Power Node Giver now has 3 options too (Low, Normal, High)
    - Monster Boosting now has a On/Off switch in the Doom Exp Settings.
    - Added blind pinky's with special attacks.
    - Fixed issue with dog being crazy fast on Doom Slayer difficulty.
    - Fixed issue with mug shot disappearing while dog active.
    - Fixed Wraiths not having a teleport sound on Doom 1 wads.
    - Dog now poops after eating monsters. His droppings sometimes have ammo/power nodes/keys inside.
    - Pistol start option added.
    - Option added to disable starting Blade posing.
    - Added more destructible decorations.
    - Fast Doom Blade Waveslash recharge added to buy menu.
    - Dual Pistol (armor piercing) camera shake reduced.
    - Doom Blade (with berserk) can reflect projectiles when timed correctly.
    - Fire Grapple Hook upgrade added.
    - Improved Dog behavior. Should not get stuck on top tall geometry anymore.
    - New tentacle monster (random chance to replace ceiling decorations or lamps).
    - Argent Doom Blade added. Can always reflect projectiles and is easier to do.
    - Smoke trails spawning correctly from weapons relative to mouselook / camera pitch.
    - Shoulder cannon improved. Faster firing speeds and new grenade mechanic.
    - Rewards for mini bosses added.
    - XP giver now also effects the pickup xp orbs. Low = 5xp, Normal = 10xp, High = 25xp
    - Rank up now includes a fancy Hud animation. Basically DBT's QCDE lootbox effect but edited for Doom Exp.
    - Fast Firing speed power up now effects Doom Blade Waveslash. Fast Waveslash recharge upgrade is required however.

Changelog v2.2 :

    - Pickup magnet upgrade added.
    - Doom Blade Wave Slash added.
    - Added new monster (Sin Incarnate by Craneo).
    - Armor-piercing pistol rounds upgrade added. (shotguns now get the incendiary upgrade)
    - Pistol silencer upgrade added.
    - Grenade launcher shotgun upgrade added.
    - Dragon breath super shotgun upgrade added.
    - Chaingun pulse rounds upgrade added.
    - Chaingun shield mode upgrade added.
    - Rocketlauncher heatseeking rockets upgrade added.
    - Rocketlauncher mini nuke upgrade added.
    - Plasmarifle argent powered upgrade added.
    - Plasmarifle stunbomb upgrade added.
    - BFG9000 tracking ball upgrade added.
    - Invulnerability power node price increased.
    - The Zombiefodder replacement for Zombiemen will now spawn 3 instead of only 1.
    - Buy menu rearranged. Sadly there is only so much I can do with MENUDEF scripts.
    - Collision problem with some projectiles on lootboxes fixed.
    - Increased ammo usage for plasmarifle altfire.
    - Fixed Machinegunguy not dropping loot on chainsaw altfire kill.
    - Monsters drop armor pickups when taking fire damage.
    - Added "Fix Weapon Bug" command in Doom Exp Settings. (Cause I'm too lazy to fix the actual script and it also isn't a very common bug)
    - Added particle trails to BFG Ball.
    - Fixed decapitation spawn height to match up better.
    - Added Tracer On/Off switch to the Doom Exp Settings. (To increase performance for android users)
    - Added 'Clean up gore' command in Doom Exp Settings.
    - Added Power Node giver Normal/High switch to Doom Exp Settings.
    - Completionist now also rewards you with additional XP.
    - Flak shield upgrade added. (Reduce explosion damage)
    - Asbestos armor added. (Fire resistance)
    - New crosshais added for different altfire modes.
[/spoiler]
Credits:
Spoiler:



Image
Feel free to join our discord server for exclusive info or to share your thoughts and suggestions.
If you are experiencing problems you might get a faster response there as well.

Image
The official Doom Exp group for everybody who loves being part of a service that supports free-speech.


Current Official Release:
Download

Sentinel Hammer Addon:
Download
Last edited by Officer D on Thu Sep 02, 2021 2:40 pm, edited 65 times in total.
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Buckethell II
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Re: Doom Exp

Post by Buckethell II »

Good to see your mod here mate !
It deserves to be played, it was a little bit hidden only on ModDB

The mod gives Doom good replayability, and the other additions to weapons mechanics and upgrades are a great addition to make the gameplay more interesting and dynamic, if you guys haven't played it, I recommend you to do so
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Officer D
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Re: Doom Exp

Post by Officer D »

Buckethell II wrote:Good to see your mod here mate !
It deserves to be played, it was a little bit hidden only on ModDB

Thanks! It also was posted on Doomworld back in 2018. Someone recommended me to post it here too. I just never had a ZDoom account and just didn't bother. After finally making an account I thought I might as well share it here ;)
struukduuker
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Re: Doom Exp

Post by struukduuker »

Hey! Nice to see your mod up here! Guess I'll be making more videos in the future :p. Any change log? I was playing 1.8b I see this is 1.8c? Any differences?
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Officer D
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Re: Doom Exp

Post by Officer D »

I wasn't really planing on releasing 1.8c yet, since I wanted there to be something more substantial added for the next update. However since I have not been working on this for such a long time, I thought I might as well release the current version with this thread.
I can't even remember everything I changed since 1.8b, but from the top of my head I know there was stuff like less fuel consumption for alt chainsaw attacks, lowering the chances of lootboxes having bad stuff inside. Mainly balancing related things. Also clean up in some of the coding was done.
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Officer D
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Re: Doom Exp

Post by Officer D »

1.9 Changelog

The shoulder cannon now has 3 different fire mode types, that you`ll have to toggle via keybind (Options - Doom Exp Settings).

    Image The flamethrower (Ammo type Fuel). Probably the most effective weapon but dangerous to use in tight places. Does not damage Arch Viles and Pyro Demons.
    Image The Grenade launcher (Ammo type rockets). Fires a burst of 10 grenades. Not the strongest fire mode but great for shooting around corners.
    Image The Frost launcher (Ammo type cells). Will freeze any monster besides bosses and is super effective against Arch Viles and Pyro Demons.

    -Barrels now spawn fire around them when destroyed.
    -More breakable sprites added (Big Torches, Candelabra).
    -Minor effects added to the breakable sprites e.g smoke puffs and sparks.
    -Missing decals added for arm blade, plasma rifle, rocket launcher and BFG.
    -BFG impact spawns fire.
    -When standing closer to the BFG impact the player will get a little camera shake.
    -Zombieman cut in half animation was sped up and minor sprite fixes on the torso.

struukduuker
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Re: Doom Exp

Post by struukduuker »

Looking very cool, ill be sure to check 1.9 out soon!
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Officer D
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Re: Doom Exp

Post by Officer D »

1.9a Changelog:

    Fixed bug where pistols had unlimited ammo
    BFG effects improved
    Plasma Rifle effects improved
    Rocket Launcher effects added
    Shoulder Cannon freeze blast improved
    Shoulder Cannon grenade launcher improved
    More breakable deco sprites added

Spoiler:
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Vyticoz
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Re: Doom Exp

Post by Vyticoz »

Damn. I actually just finished a playthru on 1.9 and already 1.9a is on it's way. Nice work man. Also, not sure if this is the place to ask. I literally created this account just now so I could comment but are there a list of other mods that are compatible with EXP?
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Officer D
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Re: Doom Exp

Post by Officer D »

lol no worries.

Just please don't ask if it's compatible with Brutal Doom. Gameplay mods usually never are compatible with other gameplay mods, unless they are directly add ons. But I use plenty of mods along side this.
e.g.:
    Shaders and other visual mods like doombrightmaps, doomparalax, MBlur, etc.
    You can give monsters special behavior without breaking it with the mk-champions mod or legendoomlite
    Additional features can be added like slomobullettime, tilt++, hellscape-navigator, damnum, hitmarker, etc.
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Twitchy2019
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Re: Doom Exp

Post by Twitchy2019 »

Hey, so wanted to ask a few things. I play this mod on the "mortally challenged" difficulty. Can you tell me a bit of what the icons to the left on the HUD mean? Also, the double damage level award, does this affect all weapons or just fists/blade? Any other features with this difficulty that are different from the others?
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Officer D
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Re: Doom Exp

Post by Officer D »

Twitchy2019 wrote:Can you tell me a bit of what the icons to the left on the HUD mean?

In the first post there is a section that talks about it and shows the F1 in-game info screen in the hidden spoiler. These are basically ability information icons.

Twitchy2019 wrote:Also, the double damage level award, does this affect all weapons or just fists/blade?

It affects every weapon but makes the arm blade particularly powerful and gives it kind of real-time glory kill abilities.

Twitchy2019 wrote:Any other features with this difficulty that are different from the others?


Main difference between the difficulties

Mortally Challenged (ITYTD):
    Pickup ammo factor is reduces by 25%
    Monsters only do half damage
    Monsters have very slow reaction times

Rip and Tear (UV):
    Pickup ammo factor is reduces by 25%
    Monsters are slightly more aggressive
    Monsters have 25% more health

The Doom Slayer (UV):
    Pickup ammo factor is doubled
    Monsters do double the damage
    Monsters are way more aggressive
    Monsters have 25% more health
    Fast Monsters is enabled
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Twitchy2019
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Re: Doom Exp

Post by Twitchy2019 »

Ok, so I know this is a long shot. How can I make it so that I can summon the crucible before the last level rank up and keep using it infinitely? I tried modifying all kinds of variables but no luck. Also, the crucible disappears if summoned and used against an enemy before level 21.

Edit: So, I looked in the Decorate Weapons file and the folder marked "source." Here I found ACS-related things. Now here is where things get interesting. The above only occured before I reached level 1. After that, I could use the Crucible unlimited times. I summoned it last night and did the same thing, only it reverted to its 3 uses-then-cooldown-period once i reached the level I was supposed to obtain it. Clearly somehow the crucible staying with you and having unlimited uses happens after its summoned after level 1 but before level 21. How could this be possible?
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Re: Doom Exp

Post by Officer D »

Basically every time a monster gets killed, a ACS script gets called that checks the players rank. If the player is on the starting rank, it will take away inventory items and reset custom variables. That means also the crucible. This was required to do for death exits or episodes, otherwise the player would of still had higher rank abilities/items on the next levels. And the reason why you can keep on using the crucible is because a certain variable is not set yet. If you set

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xp_sword 1
after the first rank, your sword will have the 3 use limit and cool down timer.
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Officer D
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Re: Doom Exp

Post by Officer D »

Changelog v1.9b

Since a lot of people can't seem to get the custom user interface overlays to scale properly with their resolution and I couldn't figure out, how to implement a script that detects the players settings and adjusts it accordingly. I have gone with the simple solution by adding an On/Off switch. This is actually a good thing overall. Some people who did get the overlay scaling correct, did complain, that they were distracting and annoying. This will effect stuff like Invulnerability Sphere, Berserk, Fire Sphere, Blur Sphere, Infrared and the fullscreen visor.

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    -Custom HUD overlays disable option added.
    -Rank 15 now upgrades the shoulder cannon recharge duration.
    -Buy loot spawns 3 items now instead of only 1.
    -Red stone pillars are now also breakable.
    -Imps, Shotgunguy and Zombiefodder can now be cut in half with the Doom Blade.
    -Rifleguy decapitation chance with Doom Blade added.
    -Hell Knight and Mancubus decapitation chance increased.
    -Mugshot god mode now has "deal with it" sunglasses.

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